In my case - I am not good with JS enough so I am probably often using not optimal solutions to achieve what I want.
For troops - As I am not using default random encounters system, most troops moving based on templates towards map and most of them are unique and also has own troop battle events using AI scripting by them (combined with Yanfly scripts) - they trying act based on their behaviour and tactic. After their dead their bodies stands on map (till decayed or dissected for valuable ingredients). I am closing to 1k troops now and my game si about 1/4.
For states - well, there is probably option to make it simpler. But out of my reach atm.

. Using Yanfly plugins I overrided lot of core mechanics. Parametters are used as standard actor atributes like in AD&D and its separated from stats like Armor (Dexterity is important for hit, evade, cover or reaction speed - totally unrelated to armor). I am using overrided Ex-params to achieve that.
On top of that - i am NOT using standard level system. There are guilds, where you can train up to higher level (if your reputation with them is high enough and you get enough experience) learn new skills and train various abilities - Each Actor using set of 64 own variables started at 0 (with limit 100), half of them are actor unique and all add some bonuses. For example if you train Animal knowledge skill in hunters guild, as you know more and more about animals, your Element rate Animal goes down and your <Element Amplify Animals> goes up. When you train Swords mastery your Element rate Swords goes down and your <Element Amplify Swords> goes up. When you train Red Magic it works same way etc.
In fact - each skill using multiple elements based on (for physical at least 3):
A. Who attacks (so animal element, undead element, humanoid element, demon element, dragon element, etc.. )
B. What material is used (Organic, Iron,Silver, Mithril,...) - as I have resists and imunities against materials
C. Damage type element (Pierce, slash, blunt ) - as I am using armor layers, with armor hindrance, penetration values and armor resists - individualfor all 3 types of damage
D,E.F... might be typical fire, cold, acid, disease etc.. Or magic colors White/Black/Red/... ) About hundred in total.
And I need make any combination of element rate and Element Amplify by 1% step.
I got it using passive states +1, +2, +4, +8, +16, +32, +64, (If actor train his Sword mastery from 73 to 77 he should have passive state <Element Amplify Swords: +74%> and in the same time Element rate Swords 63% (i am rising element rate by 0,5% per each point so 100%-74%*0,5=63%).
To achieve this I apply passive state Swords + 64, Swords +8,Swords +2 which makes total 74%
Still - it is 7 passive states for each Element.
Plus dozens of stats indicating crippled broken bones (various stages), light, medium, heavy, critical bleeding, traumas, etc..
For skills - Similar situation. Most spels have 7 versions based on mastery ranks of caster, similar for special skills, every weapon has replaced standard "attack command" with multiple "basic attacks" - like sword has slash and pierce attack (each has different formulas, states apply chances, speed, adrenaline points costs,...), most have single hand and both hand options. Add few dozens combat techniques (again 7 levels of each).
With more intensive scripting I am sure it can be achieved using another way to save database entries, but as I said - out of my skill reach ATM.